Terminology is just terminology - it can change, it can carry different meanings for different people if there is not one universally agreed upon meaning. It is also fairly insignificant if you can convey the meaning without needing to use the word. In this case, all abilities but toggles can be used the same as whether they are on Bar 1 or Bar 2 - the only difference is that if you are not currently on that bar there is a small delay. Use whatever word you like; there is my meaning.
If you need to swap bars every other ability, then you haven't planned your bars very well.
I am not going to espouse a certain way of doing things (like you are trying to do), but I will mention that it is probably more effective to have commonly used abilities all on the same bar and use the other bar for uncommon things (long dots/hots, resource intensive nukes/heals (you can't do this often, so it acts like a cooldown), CC you only need to use once every now and again, etc). I would also say it would make sense to have any toggles you have on that bar too, but for some reason that would be not be acceptable.
Saying that is how they did it does not imply that they did it a) intentionally, b) perfectly, c) without possibility of being improved. There are only two things I desire here:
1) Stop punishing toggles. It was a kneejerk change and is not well thought out.
2) Remove the stupid bar swap and delay. Keep your 10 skill limit, just make this quality of life change. Weapon swap is fine - good even. Bar swap, no.
And the way I see it, you are still casting those toggles, that is why they reserve a percentage of magicka. If they didn't require that reservation, I would agree with you on this point.
Exactly! That is the challenge in only have 5 skills on 1 bar with a delay to switch. It makes you think about what you will need for the coming fights.
It's not that it is unacceptable, it's that I, and many others, feel that it will make the easier. I'm tired of games being dropped down to easy mode. I like the idea that we need to think about the best set of 5 skills. It makes me feel that my skill choices matter. Every extra skill that gets added to the bar is just one more situation I can cover in combat. It is one less fight that could kill me. Where is the fun if I have no threat of dying?
1) Toggles aren't be punished, you can use them when they are on your bar and you choose to reserve the magicka cost of them. Perhaps you should be asking how can those skills be buffed, instead of how the system can be changed?
2) I'm sure the delay was placed in so you are somewhat forced to stay in one weapon set for that fight. I like the way the weapon sets are tied into the skill bars. For me, it is a role change. I use one bar for DPS and the other for tanking. If me and my brother are getting crushed in that boss fight, I switch from DPS to tank, and he switches from DPS to healer. We don't switch very often, but there are times when that delay in switching is wroth it. There are also times when that delay isn't, and it's better to just fight to the brink of death. Again, it's a tough choice we have to make and it adds a new element to the combat of the game.
The current set up makes it challenging and I want the challenge to stay.
Again, semantics. Furthermore, what you are saying here is, "because they are also punished with a casting cost and reservation, it makes sense to punish them with requiring two skill slots", then you go on to say "if we take out the casting cost and reservation it would make sense for them not require two skill slots". I don't think I need to say anything here; you've dug that hole yourself.
I don't disagree with this, except having 10 skills on one bar instead of 5 skills on two bars would do the exact same thing. All you are doing is removing a small delay that means nothing in the overall scheme of things. Well, it means not annoying people with a delay, but other than that...
If some people want to have two bars instead of one (equal total number of slots), and some want to have one bar instead of two bars, then it should be an optional (interface settings). Have weapon swap independent (with a delay), have skill bar change have no delay. This way, console users and people who like only 5 keybinds (6 with ultimate) at a time still get this. Those that prefer to see the whole bar at once get that. Both get the benefit of system that flows more smoothly because there is no delay between having access to your 10 skill slots (unless it is a weapon-specific ability, which makes sense).
Hmm. I get what you are saying, but this just implies you are against toggles, not that you are for toggles taking up two slots. So, its a totally different discussion.
Toggles are being punished by requiring they take up two bar slots for no reason. Any other skills gets to be used appropriately with just one skill slot. I think some of the toggles do need buffs (pets for example), but that is a different issue. Some would be totally fine if they just didn't take up two skill slots.
Again, this role thing is all speculation. I am not saying that switching weapons doesn't give you access to different weapon-specific abilities (and that therefore it makes sense to have weapon-specific abilities on those bars), but that is all it means. You can use two DPS weapons just fine and nowhere is it said that this is not intended. An example:
Fire Destruction Staff: Destructive Touch knockback (+morph for stun). Used for if a mob gets too close and also as a form of CC.
Bow: Stamina abilities. Used for not requiring magicka, which means I can use magicka for my class abilities.
Now, I will swap between the two infrequently, but I certainly am not using them as a whole new role - I am merely using a weapon swap to use different weapon abilities. It makes no sense for me to lose my toggles when doing this.
Shaun98ca2 wrote: »
OR your simple minded you cant understand the complexity and brilliance of the current system if you weren't so simple minded you would see why a majority wants it the way it is.
Shaun98ca2 wrote: »Of course nobody can see the harm in just 2 more abilities. Lets take a look at 2 abilities
Sorcerer 2 summons inceases Health Regen 20% that's a lot.
Templar Well Restoring aura gives health and stamina regen + more self healing
DragonKnight increases health regen by 4% increasing healing received plus you can choose the 2 abilities that give self healing and one that self heals and damages foes.
NightBlade you can increase your max magicka by 4% and max health by 2% and the magicka increase is also self healing ability.
This may not SEEM like a lot to you but it would make your character MORE powerful in combat and the game would need to be entirely rebalanced. There is NO reason to add more ability slots 5 is enough that's how all the beta testers made it to end game with the 5+1 set up.
5 slots = 5 situations ......its up to you to decide what each slot is to be used for.
As for asking for more slots no matter how many your asking for somebody else wants more if your given what your want why not somebody else who wants 10 or 12. The line is drawn at 5 for a NUMBER or reasons.
1. It fits for the use of the WASD keys anything past 5 is very difficult for MOST people to use
2. The way the game is set up 3 abilities is MORE than enough to fulfill a role.
3. Weapon swap gives you the opportunity to fulfill a second role that's why there is the 2 second delay.
I wouldn't mind a template save as long as it takes 5 seconds to load outside of combat.
markusloveFTM wrote: »5 skills + 1 Ultimate. You have to understand that that is the mechanics of Elder Scrolls Online. If you think of almost every other MMORPG, you basically have unlimited mana and all your abilities have cooldowns so you need a *** load of spells. Also, your auto attacks are literally worthless.
On Elder Scrolls Online, your Magicka/Stamina runs out very quickly, and you can spam your abilities if you really wanted to; so you don't really need more abilities.
I understand that you're not used to having to really consider what abilities to have on your hotbar, and neither was I; but I like it. It does make each character unique, because not everyone has every single possible ability on their hotbar for a certain situation. People have to choose what they have and what they think will work best for them, meaning that everyone you play against is unique.
Psychic_Kitty wrote: »markusloveFTM wrote: »5 skills + 1 Ultimate. You have to understand that that is the mechanics of Elder Scrolls Online. If you think of almost every other MMORPG, you basically have unlimited mana and all your abilities have cooldowns so you need a *** load of spells. Also, your auto attacks are literally worthless.
On Elder Scrolls Online, your Magicka/Stamina runs out very quickly, and you can spam your abilities if you really wanted to; so you don't really need more abilities.
I understand that you're not used to having to really consider what abilities to have on your hotbar, and neither was I; but I like it. It does make each character unique, because not everyone has every single possible ability on their hotbar for a certain situation. People have to choose what they have and what they think will work best for them, meaning that everyone you play against is unique.
I disagree....this just makes everyone about the same.
As they will read the skills...figure out which ones fail and which ones work and only use those.
In fact I don't need to prove this at all...just play the game and notice how everyone uses the same skill selections. Its not that they copy each other on purpose....its that they know how to read and have to choose 5 skills....and well....gee...kind of a no brainer on what to choose.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
I never said anything about them being on both of your bars. If you want a toggle on both bars, that is your choice. You have 5 skills in each bar, if you want to use the same skill twice that is your choice. If you don't feel the toggle is worth it, then don't use it or ask the dev's to give that skill a buff. My DK uses Dragon Blood on both bars. Do I have to? No, but I feel it is worth it. My sorc uses a pet, I only have it one bar, because I don't feel it is worth a spot on my second bar.
I don't see it as an annoyance, I see it as a "don't do it unless I have to" mechanic. Again, I see it as a way to make you not want to switch in and out of your skill bars. It makes you choose an optimal bar, and then a second bar for those rare occasions when you need to drastically change your build to something that can counter the enemy you are fighting.
This is a little better idea, but I still feel as though it will ruin the challenge in the game. Not being able to activate some skill on my second bar makes some fights harder. If I die, then I know to switch bars before I start the fight again. I really feel having quick access to more skills to ruin the fun and excitement I am having with some of these challenging fights.
They don't take up two slots, they take up one. Again, it is your choice if you want to have a skill on both bars. Some skills are worth it, others are not, but it is up to you.
it is broken as classes that use timmed buffes have faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaar better usage of the two bars then classes with toggle abilitys.roflcopter wrote: »I think it should be left alone, it isn't broken so don't fix it. Makes you have to think about your choices a bit before walking into a situation.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
In general I think that any build needs at least 6 ability slots available:
1 slot for a gap closer or kiting abilities
(Of course 1 slot)
1 slot for a primary damage ability
(You have left click)
1 slot for an execute, or at the very least something to reduce enemy healing
(Agreed 2 slots used)
1 slot for a self heal
(Agreed 3 slots used)
1 slot for a defensive 'oh crap' ability to keep you alive in worst case scenarios
(You already got 2 right click block and dodge ultimate s are good for this too for really desperate ie out of stam)
and 1 slot for either a way to regain resources (magicka/stamina), a crowd control ability, a self or group buff, or a utility skill.
(Agreed 4 slots used)
6 slots plus an ultimate would still give us enough limitation to make people carefully consider what abilities they put on their bars, but right now the 5 slot limit makes things more difficult and frustrating than they need to be.
sir_dunnub17_ESO wrote: »If I was going to give any feedback it would be having toggled things automatically active by being on the bar and doing something when the button is pushed, or something like that where possible. I think the active abilities should be as active as possible, but maybe that's just me.
For the mathematically impaired people, I say this yet again.
Why would you want 10 skills on your hot bar when the current way your resource management which is your Magicka and Stamina can only support the casting of 2 or 3 skills in succession?
So you will have a hotbar with 10 skills, and only ever able to use 3 skills every pull anyway?
Do people realize that Light and Heavy attacks are a heavily utilized way to play the game to allow for regen?
This is not your standard MMORPG where it is heavly based around skill usage.
Besides that being said, you have 10 skills anyway, 5 +1 > Weapon swap > 5 + 1 = 10 skills and 2 ultis.
I fail to see why people keep bringing this up, because the next argument after this if they even considered it would be, "OMG, why do I have 10 skills on bar when I can't control my mana and stamina consumption!!!! Buff my Stam and Magicka, NAO!!"
All this talk of making this the same cookie cutter bs that is currently out there is going to lead me to quitting the game if they implement it. I play TESO because it took the leap and broke away from the traditional market circus. Why would I want to play something we have been playing for the past 10 years in different atmospheres?